2026-08-15 14:43:29 +02:00
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class_name EnemyPursuitComponent
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extends Node
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# Chases the nearest player ship. Moved out of Enemy.gd verbatim so the
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# behaviour is opt-in per definition rather than hardcoded into every enemy.
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var capability_id: String = "pursuit"
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var velocity: Vector2 = Vector2.ZERO
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2026-08-17 19:47:37 +02:00
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# #69: used to beeline from anywhere on the map the instant it spawned,
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# which read as omniscient rather than alert. Idle until the fleet actually
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# comes within this radius. A persistent stalking threat wants the opposite
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# of this - see EnemyPursuitComponentMothership.tscn, which overrides it to
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# an effectively unlimited value for the mothership's own instance.
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@export var detection_range: float = 850.0
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2026-08-15 14:43:29 +02:00
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func tick(delta: float) -> void:
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var enemy: Node2D = get_parent()
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2026-08-17 19:47:37 +02:00
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var target: Node2D = _nearest_ship(enemy)
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if target == null or enemy.position.distance_to(target.position) > detection_range:
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return
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var to_target: Vector2 = target.position - enemy.position
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2026-08-15 14:43:29 +02:00
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if to_target.length() > 1.0:
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var desired_velocity: Vector2 = to_target.normalized() * enemy.speed
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velocity = velocity.move_toward(desired_velocity, enemy.acceleration * delta)
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enemy.position += velocity * delta
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if velocity.length() > 5.0:
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var target_angle: float = velocity.angle() + PI / 2.0
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enemy.rotation = lerp_angle(enemy.rotation, target_angle, enemy.rotation_speed * delta)
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2026-08-17 19:47:37 +02:00
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func _nearest_ship(enemy: Node2D) -> Node2D:
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2026-08-15 14:43:29 +02:00
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var fleet: Node2D = get_tree().get_first_node_in_group("player_fleet")
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if fleet == null or fleet.ships.is_empty():
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2026-08-17 19:47:37 +02:00
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return null
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2026-08-15 14:43:29 +02:00
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var nearest: Node2D = fleet.ships[0]
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var best_dist: float = enemy.position.distance_to(nearest.position)
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for ship in fleet.ships:
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var d: float = enemy.position.distance_to(ship.position)
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if d < best_dist:
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best_dist = d
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nearest = ship
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2026-08-17 19:47:37 +02:00
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return nearest
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